Ork Boys
Source: Core Rules, pg. 432
Name | Rating |
---|---|
Strength | 6 |
Agility | 3 |
Toughness | 6 |
Intellect | 2 |
Willpower | 3 |
Fellowship | 2 |
Initiative | 4 |
Name | Rating |
---|---|
Defence | 3 |
Speed | 6 |
Max Wounds | 4 |
Max Shock | 4 |
Determination | 6 |
Resolve | 2 |
Conviction | 3 |
Passive Awareness | 3 |
Resilience | 10 ( 2 Orky Armour) |
Name | Rating |
---|---|
Weapon Skill | 7 |
Ballistic Skill | 4 |
Default | 5 |
Attacks
In mobs of up to 30 Boyz, one out of every ten may wield a Big Shoota or a Rokkit Launcha
Name | Range | Damage | AP | Salvo | Traits |
---|---|---|---|---|---|
Slugga | 24 m | 10 + 1 ED | 0 | 1 | Pistol, Waaagh! |
Choopa | melee | 9 + 2 ED | 0 | Reliable, Waaagh! | |
2 Stikkbombs | 24 m | 7 + 1 ED | 0 | -1 | Blast (Medium) |
Blast: Target a point (DN 3) and deal damage to anyone in the blast radius. You can´t shift for damage.
Pistol: Pistols can be fired while Engaged (see core pg. 184) with a +2 DN, using the Ballistic Skill.
Reliable: You can ignore the first Complication related to this weapon per scene. Tests made to repair or maintain Reliable weapons are made with +1 bonus die.
Waaagh!: If you are an Ork, you gain +1 bonus die to attacks with a WAAAGH! weapon. If you are also Wounded (p.193), you deal an extra +1 ED.
Special Abilities
Get Stuck: Gain +2 damage on melee attacks if this troop is engaged in melee at the beginning of his turn.
(Complication)(Mob) Animosity: Orks are prone to attacking one another. When a Complication is rolled in combat, a mob of Ork Boyz infl icts 1d3 Shock to itself.
(Mob) Mob Rule: A Mob of Orks gains one bonus icon to all Resolve tests.